﻿#pragma once

#include "Containers/Vector.h"
#include "Math/Quat.h"
#include "Render/Mesh/RenderMesh.h"
#include "Render/Material/RenderMaterial.h"


struct SRenderMeshInstanceData
{
    SVec3 Position;
    SQuat Rotation;
    SVec3 Scale;

    //包围球半径,用于快速剔除
    //这个半径需要缩放
    float BoundingSphereRadius;

    TVector<std::shared_ptr<CRenderMesh>> MeshSections;
    TVector<std::shared_ptr<CRenderMaterial>> Materials;
    bool CastShadow = true;

};
